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At GDC 2015 QWOP creator Bennett Foddy shares tips for eliminating those dreaded 'floaty physics' without causing instabilities -- along with some weird tricks for abusing physics engines.
July 31, 2017
Modern game-making toolsets like Unity typically rely on physics engines (like PhysX) to simulate the game world.
This is useful but, as game developer and teacher Bennett Foddy explained at GDC 2015, it can make it difficult to tune your game so that it has a specific "feel" other than "vaguely floaty."
In his talk, Foddy (creator of physics-based timesinks like QWOP) offered fellow game makers advice on how to make their work feel "solid" without having to write their own physics engine.
He shared strategies for eliminating those dreaded 'floaty physics' without generating instabilities -- along with some weird tricks for abusing physics engines.
It was a lighthearted and fascinating talk, one that you can (and should) now watch for free over on the official GDC YouTube channel!
In addition to this presentation, the GDC Vault and its new YouTube channel offers numerous other free videos, audio recordings, and slides from many of the recent Game Developers Conference events, and the service offers even more members-only content for GDC Vault subscribers.
Those who purchased All Access passes to recent events like GDC, GDC Europe, and GDC Next already have full access to GDC Vault, and interested parties can apply for the individual subscription via a GDC Vault subscription page. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the GDC Vault group subscription page. Finally, current subscribers with access issues can contact GDC Vault technical support.
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